Unable to render c4d gradient shader in Arnold

Unable to render c4d gradient shader in Arnold

pleiada
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Message 1 of 18

Unable to render c4d gradient shader in Arnold

pleiada
Contributor
Contributor

5711-screen-shot-2020-01-16-at-23003-pm.pngI can't render the c4d gradient material in Arnold. Does anyone knows the solution or knows how to recreate the similar result in Arnold?

https://drive.google.com/file/d/1wRQ4B0_beW2M1qdhTPsgx0VNxidvNwxH/view?usp=sharing

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3,407 Views
17 Replies
Replies (17)
Message 2 of 18

peter.horvath6V6K3
Advisor
Advisor
Accepted solution

Did you try the ramp shader?

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Message 3 of 18

pleiada
Contributor
Contributor

Yes, i did. But when I choose circular type there, it doesnt render correctly.5712-screen-shot-2020-01-16-at-25315-pm.png

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Message 4 of 18

peter.horvath6V6K3
Advisor
Advisor

The Cinema 4D gradient is set to '3D - Cylindrical' which is not supported by the ramp shader directly. I think the closest you can get is to set the Projection in the texture tag to Cylindrical and play with the scale and offset. Or use a uv_transform and uv_projection set to cylindrical in the shader network.

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Message 5 of 18

pleiada
Contributor
Contributor

I don't see the Projection or uv_transform and uv_projection in the texture tag. Can you say, where is it exactly?

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Message 6 of 18

peter.horvath6V6K3
Advisor
Advisor

Projection parameter in the Texture Tag:

5685-texture-tag-projection.png

uv_transform and uv_projection shaders:

5686-uv-shaders.png

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Message 7 of 18

peter.horvath6V6K3
Advisor
Advisor

They are basically doing the same thing, so you either set the Projection in the texture tag or use the uv shaders in the network.

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Message 8 of 18

pleiada
Contributor
Contributor

thank you very much!

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Message 9 of 18

pleiada
Contributor
Contributor

Thank you! That worked!

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Message 10 of 18

maxime.d
Community Visitor
Community Visitor

Hey Peter,


How can you render the turbulent gradient in c4dtoa?


Thx a lot


Best

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Message 11 of 18

Anonymous
Not applicable

Is it possible to link the ramp_rgb beginning and end points to nulls the same way you can with the native C4D Gradient shader when using the "3D" type?

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Message 12 of 18

peter.horvath6V6K3
Advisor
Advisor

There's no easy way to do it, I'm afraid. You can use a noise shader and interpolate the ramp input (e.g. U) controlled by a strength value, like this: gradient_noise.zip

However your shading network becomes quite complicated if you need a little more complex input pattern, like diagonal, radial, box, etc.

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Message 13 of 18

peter.horvath6V6K3
Advisor
Advisor

Here's an example of how to replicate the 3D gradient with the ramp shader: https://answers.arnoldrenderer.com/questions/28884/how-to-set-the-shading-mode-of-ramprgb-to-3d-line...

Then you can drag & drop a Null object to the node editor and use its position as the start or end vector. Note, that you may have to scale the value because Cinema 4D uses cm units while Arnold uses meter by default.

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Message 14 of 18

maxime.d
Community Visitor
Community Visitor

Thx Peter,

I think the easiest way is to bake the texture directly from C4d, which is a bit a shame. Do you forecast to implement this gradient with C4dtoa? That could be soooo uselful.


Thx

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Message 15 of 18

peter.horvath6V6K3
Advisor
Advisor

No concrete plans yet, but I agree, it would be cool to have this feature implemented in the ramp shader.

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Message 16 of 18

pdebster
Observer
Observer

Hi Peter, thanks for this post.

 

I followed the link to show how to link Null's vector to control the start and end of a linear 3D ramp, but the thread is a few years old, so the example links are dead. Could I kindly ask for a re-post of the linear gradient example, or even a more detailed explanation of how to connect Null position in the node tree.

 

thanks in advance, Peter Debay

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Message 17 of 18

peter_horvath
Autodesk
Autodesk

Please find attached the example with the Null objects.

 

The math is a bit more complex in the 3D space, we have to project the shading point to the line defined by the start and end vectors, hence the dot products in the shader graph.


// Peter Horvath
// C4DtoA developer
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Message 18 of 18

pdebster
Observer
Observer

Peter, greatly appreciate the quick reply and taking the time to help me out with this, all the best, Peter

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